Imaging and Data Visualisation: Reflection

This was by far the most challenging module for me.

I find Maya extremely difficult and this module was extremely maya heavy. Despite how stressful it was I have enjyed it a lot.

I enjoyed the research task where I was reminded of the reason why I wanted to be an animator. To be able to create beautoful models and beautoful landscapes.

The Foating City tas really pushedmy ljmited Maya knowledge. However, I learnt a lot of new techniques during that assignment, from modelling techniques and texturing to camer amovement and rendering. This project was exciting to work on.

My least favourite assignment was the head model, however this was due to the haste I was in to get it done. I failed with first several models, and my finished model is far from perfect. However for my first attempt at modelling a head, I am extremely proud of it. The topology is another story. I actually found it relaxing in the beginning, but I beloeve that my lack of knowledge about why models get retoplogised hindered my ability to retopologise my own model.

Overall, this module has definitley been the most challenging module. It was a constant uphill struggle, however I truly enjoyed it. I beleive that I have learnt a lot from this module, as well as having information about myself revelaed to me. I know I have a lot to work on over summer. And I’m really looking forward to learning all of it.

Head Model

This was an assignment from hell. However, it was fun.

I am not proud of this model. My first models were all failures, I think I made about 4 or 5 before this one, all needing to be scrapped. And this one is rushed due to the deadline.

I found this assignment to be extremely challenging. I find Maya to be terrifying. I am not skilled in it. So being faced with this daunting task is why I did so many models. I would panic, and then not be able to work out what went wrong and end up having to restart.

After the failed attempts at mudbox, I turned to Maya, having become familar with the polygon based modelling system. I then bought an extended version of this tutorial after several more modelling failures:

I did very well with the actual face. I am very proud of the face as I spent a long time cutting the polygons, trying to keep a simple typology for animation purposes. I also think it looks a lot like Molly. I had her reference photos open on two image planes on Maya.

It’s the back of the head which I despise. I was running out of time and rushed the back of the head, ears and neck. It looks fine, but I know that there are a lot of topology mistakes which I am disappointed at myself for allowing myself to make.

As stressful as I found this task I am excited to revisit it during summer without the pressure of a deadline. Is trive for perfection in everything I do and for a head model that was made (ashamedly) rather quickly I am pleased with it.

I had to render using Maya software

I used this tutorial for the retopology:


I’m going to be honest, I had no idea what I was doing with re-topology. My re-topology is very messy, espceially on the right side of the face. I got so conufsed that I had to restart the topology several times, but alas I could not get the ears perfected. Unfortunatley, I had to let it be as I couldn’t finish the right ear.

Topology is definitely something I’ll have to reserach over summer and I’m extremely disappointed with the outcome I have produced. I do not feel that I fully understood the purpose of topology as I brushed it under the rug in favour of the model. Which I am extremely diappointed in myself for doing.

However, overall I feel that I have learnt a lot, and its really motivated me to push myself over summer so that I can prove to myself that I can do an assignment like this.

Head Model Artists

I couldn’t think of a pun that would make sense.

Continuing with my artist research for the head model.

Isaa Coster

Isaa Coster is an artist with a fascination of all things mechanical. You need to scroll down his website a little before you find any head of human models, however they are definitely worth looking at. Clean models and iticrite detailing. His work is phenomenal.


He’s also posted some tutorials on his website, and although I love his stuff I’m not sure how much inspiration I can pull from his work, due to the mechanical nature of ┬álot of his models.


Frank Tzeng

Frank Tzeng is one of the lead character artists at Naughty Dog. He most noted for his work on the character models in Uncharted 4. I decided to look at modellers who have a more realistic style as a lot of the artists I have looked at thus far would be rather stylized.


As you can see from his artstation┬áhis work is very realistic. His understanding of the software he uses allows him to create wrinkles and hair to a very high standard. So much so that I often can’t tell whether cosplay images are real people or reference images from the game.

Frank Tzeng.jpg


A Head of the Game

This week we were given our final assignment by Alec for our Imaging and Data Visualisation Module. We have to create a 3D model of our parteners head.

Although I love realism I also love stylised so I was relieved to hear that we could go either way with our models, as long as the stylised version was inspired.

I decided to do some research into some 3D character modellers and head sculpters.

Eugene Fokin

Eugene Fokin is a senior character artist at Ubisoft. If you go onto his artstation, you will find that his page is littered with head models.


He has worked with several game companies over the years, and you can see that with every change he has learnt something new. However, his style has not changed.


Despite the more advanced textures and more realistic sculpting, you can still see that element of his own style coming through. Its real but its not real. And I adore how over the years he hasn’t lost that unique style.


He is proficient in many softwares as can be seen by his resume on his website. Honestly I don’t even know what half of them are, however his main sculpting tools would be Maya and Z Brush, It makes me excited to ee the things he creates. But also to curious as to how he gets such clean models.

Hai Phan

My name is Hai Phan, and I am a character artist currently based in the southern California area, USA. I’ve always been fascinated by fictional worlds, and helping create believable experiences is gratifying work. Although the focus of my work is often characters, I enjoy and appreciate all aspects of interactive art.

A completely biased choice as he worked on one of my all time favourite games ‘Overwatch’. He modelled the heads and bodies for several characters from the game as seen on his artstation.


I love how stylised and polished his work is and could honestly look at it for days. However, along with his professionl work he does do a lot of personal projects as seen on his website.


He even does tutorials! Some are free and some you hhave to buy but they look as though they’d be extremely useful. He even posts them on his youtube channel!

I feel like this tutorial will be very helpful even if its for a more intermediate level of Maya practioners. He as well has a great artillary of software under his belt, but the ones he views as most important are Maya, Z Brush and Photoshop (Need to up my photoshop game).

Here is an interview with him:

Adam Sacco

With over 5 years experience in the geming industry, Adam Sacco has found that creating 3D characters is the most rewarding for him. I do not know much about this guys work, as I haven’t played the games he has worked on. Hoever, his work is phenomenal.


On both his artstation and his website you can just feel the talent oozing out. He can do both rrelaistic and semi-realistic designs, using the impressive array of tools he has mastery of.

adam-sacco-3d-yolandi-visser-12 (1)

His work is simly stunning, and if you had shown me a render of his Yolandi model, I would’ve thought it was a picture.